Psychic · Status · Self
Pokémon
Every Pokémon line a run can draw, by band: the higher a line's band, the later it shows up and the harder it is to catch. Each arrow shows what that evolution costs: the stones and the level it needs.
Common
Uncommon
Rare
Superior
Epic
Legendary
Mythical
Evolution
Monsters never evolve on their own. Once one reaches the level and you hold the stones, press Evolve on its panel. It keeps its level, XP, moves and place.
The stones are of the line's own type. Lines that evolved by a Fire, Water, Thunder or Leaf Stone in the original games take that element's stone instead, and Eevee's stone picks its form. A dual-type monster's evolution of two stones or more is paid in both its types, the main type taking the odd one.
Cost
What an evolution costs depends on how strong the evolved form is (its base stat total), not on how far along its line it is.
| Evolved form's stat total | Level | Stones |
|---|---|---|
| Under 450 | Lv 5 | 1 |
| 450–539 | Lv 10 | 2 |
| 540+ | Lv 15 | 3 |
Finding stones
When evolved enemies faint, win or lose, the battle may drop a stone: each once-evolved enemy adds 15% and each twice-evolved one 30%, up to 50%. At most one stone drops per battle node, of the type that evolved one of the fallen.
The stone seller sells stones for 10 gold (20 for Dragon). The stone trader swaps one of yours for a stone of another type. A stone sells for 5 gold at the stone seller's and 3 at the shop.
Experience
After every battle, each monster that was on the board when it started earns XP, fainted or not. Benched monsters earn XP too. One below the board's average level is behind and earns more. The first bench slot is Training: the monster there earns as if it had fought.
| Battle | On the board | On the bench | Training |
|---|---|---|---|
| Wild or boss win | 3 XP | 1 XP (2 if behind) | 3 XP |
| Elite win | 5 XP | 10 XP | 10 XP |
| Loss or draw | 2 XP | 1 XP (2 if behind) | 2 XP |
Levels
Each level costs one XP more than the last: level 2 takes 3 XP, level 3 another 4, and so on. There is no level cap.
| Level | Total XP |
|---|---|
| 5 | 18 |
| 10 | 63 |
| 15 | 133 |
| 20 | 228 |
You can also buy XP on a monster's panel: 4 gold for 3 XP.
Gold
After every battle, won or not, you also earn interest: 1 gold for every 10 gold you hold going in, up to 5. Each Bank Amulet raises that cap by 1, and so does the Interest cap upgrade.
Battle Points
Winning a boss or elite battle earns Battle Points (BP), which you keep between runs. Wild battles, losses and draws earn none. Spend BP on Upgrades in the main menu.
| Battle won | BP |
|---|---|
| Boss, acts 1–10 | 1 |
| Boss, acts 11–20 | 3 |
| Boss, acts 21–30 | 4 |
| Boss, later acts | 1 more every 10 acts |
| Elite | 1 |
| Wild | 0 |
Enemies and recruits
Enemies grow with every battle node you enter: more of them, at higher levels. A board fields at most 14, 4 of them ranged where it can, and from act 30 5 ranged and at least 3 tanks; past that the rest of the crowd adds to their HP, Attack and Sp. Atk. Enemies evolve once past a gate, but each stays short of an evolution 5% of the time, so a weak form can still be caught late in the run. Elites bring 1 extra enemy and are 1 level higher; a boss is one fully evolved monster of its type, 1 level higher, casting one area move last in its rotation and standing for the board it replaces, tougher every act. Rarely it is the three legendary birds, or Mewtwo and Mew. From act 20 every wild and elite enemy gains 5% HP, Attack and Sp. Atk per act; a boss grows only through the strength it shares across its raid. From act 20 enemies also show 1 level more per act, which makes them harder to catch and stronger once caught but no tougher to fight. From act 20 about one wild board in three grows as it falls: when its HP drops to 50% and again to 25%, its healthiest monster turns Huge. From act 20 about one wild board in 25 is a wild herd, one in 10 from act 50: every monster the same species, one Huge and the rest Big (a Ditto herd stays normal size, but its copies keep the crowd's and late acts' extra strength).
Types
There are 18 types, matched on the modern type chart: a move does double damage to a type it is strong against, half to one that resists it, and none to an immune one. Each move is physical, special or status, shown on its card, whatever its type: physical moves use Attack against Defense, special moves Sp. Atk against Sp. Def, and status moves deal no damage. Basic attacks always use Attack. Shift (long press on touch) on a monster's type shows what it beats and resists.
Maps
Every fight draws its arena at random: meadow, autumn or snow. Each map's own types turn up 3x as often among its enemies and as elite and boss types.
| Map | Favoured types |
|---|---|
| Meadow | Grass, Bug, Normal, Flying, Electric |
| Autumn | Fire, Ground, Rock, Fighting, Poison, Ghost, Psychic |
| Snow | Ice, Dragon, Water |
Weather
From act 10 a fight may have weather, shown on its map node and in the run header. Rain: Water x1.2, Fire x0.8. Sun: Fire x1.2, Water x0.8. Sandstorm: all but Rock, Ground and Steel lose 0.5% HP a second; Rock takes less special damage. Snow: all but Ice lose 0.5% HP a second; Ice takes less physical damage. Bosses always bring weather.
| Map | Clear | Rain | Sun | Sandstorm | Snow |
|---|---|---|---|---|---|
| Meadow | 60% | 20% | 15% | 5% | - |
| Autumn | 55% | 15% | 10% | 20% | - |
| Snow | 55% | - | 5% | 10% | 30% |
TMs
A TM teaches its move into any of a monster's four move slots, replacing the move there. Only monsters that can learn the move take it; a TM's tooltip names who in your party can.
An elite battle where any enemy faints, won or lost, drops a TM, drawn as if 1 act deeper. The TM seller sells them too.
| Tier | TM seller's price | Sells at his shop | Sells elsewhere |
|---|---|---|---|
| Common | 6 gold | 3 gold | 2 gold |
| Uncommon | 8 gold | 4 gold | 3 gold |
| Rare | 10 gold | 5 gold | 4 gold |
Rarer TMs turn up more often in later acts:
| Act | Common | Uncommon | Rare |
|---|---|---|---|
| 1 | 75% | 25% | 0% |
| 2 | 50% | 40% | 10% |
| 3 | 30% | 45% | 25% |
| 4+ | 20% | 45% | 35% |
Common TMs
Bug · Physical · Single target · Range 1
Fighting · Status · Self
Psychic · Status · Self
Electric · Status · Self
Fairy · Status · Single target · Range 1
Ghost · Status · Single target · Range 3
Fighting · Physical · Single target · Range 1
Normal · Status · Self
Dragon · Special · Single target · Range 3
Fire · Special · Single target · Range 3
Normal · Status · Single target · Range 3
Normal · Status · Self
Ice · Special · Single target · Range 3
Normal · Special · Single target · Range 3
Steel · Status · Self
Bug · Physical · Single target · Range 1
Fighting · Physical · Single target · Range 1
Steel · Physical · Single target · Range 1
Ground · Special · Single target · Range 3
Ground · Special · Single target · Range 3
Normal · Physical · Single target · Range 3
Dark · Physical · Single target · Range 1
Flying · Physical · Single target · Range 1
Normal · Status · Self
Normal · Status · Self
Psychic · Status · Allies · Range 2
Rock · Status · Self
Fighting · Physical · Single target · Range 1
Rock · Physical · Multi-hit · Range 1
Flying · Status · Self
Normal · Status · Single target · Range 3
Normal · Status · Around caster · Range 1
Grass · Status · Single target · Range 3
Grass · Status · Single target · Range 3
Normal · Status · Single target · Range 3
Normal · Status · Self
Electric · Status · Single target · Range 3
Psychic · Status · Around caster · Range 1
Bug · Physical · Single target · Range 1
Poison · Special · Single target · Range 1
Water · Special · Single target · Range 3
Uncommon TMs
Flying · Physical · Single target · Range 1
Flying · Special · Splash · Range 3
Ice · Physical · Single target · Range 1
Normal · Physical · Single target · Range 1
Fighting · Physical · Single target · Range 1
Water · Special · Single target · Range 3
Water · Special · Single target · Range 3
Ground · Physical · Around caster · Range 1
Fighting · Physical · Single target · Range 1
Dark · Physical · Single target · Range 1
Fighting · Status · Self
Ground · Physical · Single target · Range 1
Fairy · Special · Single target · Range 3
Water · Physical · Single target · Range 1
Normal · Physical · Single target · Range 1
Dragon · Special · Single target · Range 3
Dragon · Physical · Single target · Range 1
Dragon · Status · Self
Dragon · Physical · Single target · Range 1
Fighting · Physical · Single target · Range 1
Fairy · Special · Single target · Range 1
Psychic · Special · Single target · Range 3
Ground · Physical · Single target · Range 1
Fighting · Physical · Single target · Range 3
Normal · Physical · Splash · Range 3
Electric · Special · Splash · Range 3
Grass · Special · Single target · Range 3
Fire · Physical · Single target · Range 1
Flying · Physical · Single target · Range 1
Fighting · Special · Single target · Range 3
Fighting · Physical · Single target · Range 1
Dark · Physical · Single target · Range 1
Bug · Physical · Single target · Range 1
Grass · Special · Single target · Range 3
Normal · Physical · Single target · Range 1
Steel · Physical · Single target · Range 1
Normal · Physical · Single target · Range 1
Normal · Status · One ally · Range 3
Ghost · Special · Single target · Range 3
Ice · Special · Single target · Range 3
Ice · Physical · Single target · Range 1
Ice · Physical · Multi-hit · Range 3
Ice · Special · Splash · Range 3
Fire · Special · Splash · Range 3
Steel · Physical · Single target · Range 1
Steel · Physical · Single target · Range 1
Normal · Status · Self
Psychic · Status · Allies · Range 2
Fighting · Physical · Sweep · Range 1
Grass · Special · Single target · Range 3
Normal · Physical · Single target · Range 1
Normal · Physical · Single target · Range 1
Ghost · Special · Single target · Range 3
Dragon · Physical · Single target · Range 1
Normal · Physical · Single target · Range 1
Fairy · Physical · Single target · Range 1
Poison · Physical · Single target · Range 1
Poison · Status · Single target · Range 3
Normal · Status · Self
Psychic · Special · Line · Range 3
Psychic · Special · Single target · Range 3
Psychic · Special · Single target · Range 3
Psychic · Special · Single target · Range 3
Grass · Physical · Splash · Range 3
Fighting · Physical · Single target · Range 1
Rock · Physical · Multi-hit · Range 3
Rock · Physical · Splash · Range 3
Rock · Physical · Around caster · Range 1
Water · Special · Single target · Range 3
Fighting · Physical · Single target · Range 1
Ghost · Special · Single target · Range 3
Ghost · Physical · Single target · Range 1
Electric · Special · Single target · Range 3
Bug · Special · Splash · Range 3
Flying · Physical · Single target · Range 3
Flying · Physical · Single target · Range 1
Poison · Special · Single target · Range 3
Rock · Physical · Single target · Range 3
Dark · Special · Around caster · Range 1
Normal · Status · Self
Steel · Physical · Around caster · Range 1
Rock · Physical · Single target · Range 1
Bug · Special · Splash · Range 3
Fighting · Physical · Single target · Range 1
Fighting · Physical · Single target · Range 1
Normal · Special · Splash · Range 3
Flying · Status · Allies · Range 2
Normal · Physical · Single target · Range 1
Electric · Physical · Single target · Range 1
Electric · Special · Single target · Range 3
Normal · Special · Single target · Range 3
Fighting · Special · Splash · Range 3
Water · Special · Single target · Range 3
Water · Physical · Single target · Range 1
Water · Special · Single target · Range 3
Normal · Physical · Around caster · Range 1
Electric · Physical · Single target · Range 1
Fire · Status · Single target · Range 3
Bug · Physical · Single target · Range 1
Psychic · Physical · Single target · Range 1
Rare TMs
Ice · Special · Splash · Range 3
Dark · Physical · Around caster · Range 1
Dark · Special · Around caster · Range 1
Fairy · Special · Around caster · Range 1
Dragon · Special · Line · Range 3
Ground · Physical · Around caster · Range 1
Fire · Special · Single target · Range 3
Fire · Special · Single target · Range 1
Fire · Special · Single target · Range 1
Steel · Special · Line · Range 3
Fire · Special · Splash · Range 3
Flying · Special · Around caster · Range 1
Water · Special · Line · Range 3
Normal · Special · Beam · Range 4
Normal · Special · Around caster · Range 1
Water · Special · Splash · Range 3
Fire · Special · Single target · Range 1
Poison · Special · Around caster · Range 1
Grass · Special · Beam · Range 4
Water · Special · Around caster · Range 1
Electric · Special · Splash · Range 3
Poison · Physical · Single target · Range 3
Electric · Special · Single target · Range 3
Amulets
An elite battle where any enemy faints, won or lost, drops an amulet, and beating a boss lets you pick one of 3.
Amulets last the whole run and stack: each copy adds its bonus again.
Fire monsters need 5% less energy to cast.
Electric monsters attack 5% faster.
Grass monsters have 6% more HP.
Water monsters have 6% more Special Attack.
Rock monsters have 8% more Defense.
Every monster has 3% more Attack.
Every monster has 3% more Special Attack.
+1 gold after every battle.
Normal monsters gain 5% more energy per attack.
Fighting monsters have 6% more Attack.
Poison monsters have 6% more HP.
Ground monsters have 8% more Defense.
Flying monsters move 8% faster.
Bug monsters attack 5% faster.
Psychic monsters need 5% less energy to cast.
Ghost monsters have 6% more Special Attack.
Ice monsters have 8% more Special Defense.
Dragon monsters have 6% more Attack.
Every monster on your team, board and bench, earns 1 more XP after every battle.
+1 HP after every battle you win.
Interest can pay 1 more gold.
Poké Balls catch 10% more often.
Shiny Pokémon show up 3% more often, up to 25%.
Events
Visitors
On a battle's placement, bosses included, a visitor may wait beside the board (35% of the time). Hover it to read what it wants, then drag that onto it: a monster, gold, or the visitor itself to your bench. Each acts once, and leaves when the fight starts, used or not. After a lost boss fight a new one may come. Visitors never take your run HP below 1. What a visitor charges and pays grows with the act.
From act 10, four more visitors turn a late-run stone surplus into power. A Giant-maker grows a monster dragged onto him Big for 10 stones of its own type, Huge for 20 more. A Merchant and a Healer instead open the stone slot window: drag in stones of any types to cover the price, and Confirm buys as many as they cover (the Merchant sells a ware drawn per visit, the Healer mends 5 HP for every 10 stones, and never overheals). An old altar's lure spends 30 stones to turn a later wild fight, past the ones the map already shows, into a Mythical encounter; only one lure can be out at a time.
From act 20, a ball crafter may wait too, taking their pick of 2 stones and 4 TMs at that act (more every 5 acts) to craft a random prize, vitamins everywhere or, in capture mode, sometimes 5 Ultra Balls or a rarer Premier Ball instead.
The Merchant's ware is Great Ball, Ultra Ball or Rare Candy, drawn fresh each visit. A Rare Candy sits in the inventory until dragged onto a monster for an instant level, auto-learning a move on an even one.
Merchants
Merchants may wait on any battle's placement too, and leave when the fight starts:
| Merchant | Chance | What he does |
|---|---|---|
| Stone trader | 33% | Swaps one of your stones for one of another type, once |
| Stone seller | 15% | Turns the shop into a stone shop until you buy one |
| TM seller | 15% | Turns the shop into a TM shop until you buy one |
| Move tutor | 15% | Teaches one of your monsters a move from its whole movelist, for gold |
Select a monster, then press Teach on the move tutor: he offers up to four moves it can learn, at any level. Each monster keeps its offers until you reroll them (2 gold). He leaves once he has taught one.
| Band | Tutor's price |
|---|---|
| ★ | 4 gold |
| ★★ | 6 gold |
| ★★★ | 8 gold |
| ★★★★ | 10 gold |
The coach
At elites a coach stands with the enemy. When his side is down to its last monster, he may send in one more (33% of the time). If that monster helps beat you, or draw, he takes 3 gold instead of paying you the consolation gold.
Capture mode
The shop sells no monsters: your team grows by catching them.
Balls
You start with 5 Poké Balls. From the second battle on, on a wild or boss battle's placement, drag a ball onto an enemy. Up to 5 balls stack on one enemy. If that enemy faints in the battle, its stack tries to catch it with one roll, and a catch joins your team. If it lives, the balls come back; a roll spends the whole stack, caught or not. Each catch gives every monster already on your team, board and bench, 3 XP.
The chance falls with the line's band and halves for each evolution stage. Higher levels lower it too: a level-10 enemy keeps 85.6% of it, level 20 57.2% and level 30 36.5%. A Great Ball counts as 1.5 Poké Balls and an Ultra Ball as 2.5, priced to match, so every gold buys the same chance; each Poké Ball's worth is another try. For a level-1 base form:
| Band | Poké Ball | Great Ball | Ultra Ball | 5 Ultra Balls |
|---|---|---|---|---|
| Common | 40% | 53.5% | 72.1% | 99.8% |
| Uncommon | 40% | 53.5% | 72.1% | 99.8% |
| Rare | 24% | 33.7% | 49.6% | 96.7% |
| Superior | 24% | 33.7% | 49.6% | 96.7% |
| Epic | 12% | 17.4% | 27.3% | 79.7% |
| Legendary | 12% | 17.4% | 27.3% | 79.7% |
| Mythical | 2.3% | 3.4% | 5.6% | 25.2% |
Day Care
Before every boss fight the Day Care man waits beside the board. Drag a Pokémon onto him to leave it: it leaves your team for good, and every Pokémon of yours that shares one of its types gains 10 XP.
Naturalist
The Naturalist keeps track of every different Pokémon anyone's ever caught. When that count has grown since you last saw him, 5 stones and 5 TMs turn the growth into Battle Points.
Bench seller
From act 20 a bench seller may wait beside the board. He sells bench slots past the starting 8, one or several at once, at 500 gold each, up to 12 in total.
Rancher
From act 20 the Rancher may wait beside the board. He raises herds: drag a Pokémon onto him and he takes every Pokémon of the same kind off your hands, sparing the one you dragged, and trains it into the herd's champion. Every Pokémon he takes adds 4% to all six stats of the spared one, up to 20% in total. Herding needs at least three of the same kind at once, and costs 150 gold plus a fee of 6 gold per Pokémon taken, growing a little each act. He stays beside the board and will herd any other kind you bring him.
Shop and acts
The shop's 4 slots hold Poké Balls (2 gold), Great Balls (3), Ultra Balls (5) and Potions (6 gold), and battles drop no Potions. A slot sometimes holds a vitamin (12 gold, Carbos 24) or an Ether (18 gold, Max Ether 30) instead. The ball crafter (from act 20) may hand out Premier Balls, which count as 3 Ultra Balls.
A monster sells for half the gold its form costs to catch, counting stacks that catch at least half the time, so evolved and rarer forms sell for more: a common base form for 2 gold, its second evolution for 13, a Mythical for 49. Every 5 levels add 2 gold.
An act is 9 fights and a boss.
A boss can be caught like a wild monster, and from act 5 it is sometimes the three legendary birds, or Mewtwo and Mew.
